Add getUniform impl methods.
This will let us remove some of the uniform data management code in
the GL front-end, and simplify the GL back-end. It will also enable
us to implement uniform data more efficiently in the D3D11 back-end,
and probably Vulkan back-end later.
This also implements a new impl method for the ProgramGL class to
flag optimized-out uniforms as no longer used, post-link. This is
important because otherwise the optimized uniforms get assigned
valid locations, and then the getUniform calls are expected to
succeed.
We also use a workaround for uniform value queries for the GL
back-end. It seems as though some drivers (seen on NVIDIA and AMD)
may not properly clamp to the maximum representable integer value
when querying out-of-range floating point values. Work around this by
always calling the driver with the proper type and then casting the
value in ANGLE.
BUG=angleproject:1390
Change-Id: I03dc2382e7af52455c356a2bf3971a4d1bd46ec6
Reviewed-on: https://chromium-review.googlesource.com/616785
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/tests/gl_tests/ComputeShaderTest.cpp b/src/tests/gl_tests/ComputeShaderTest.cpp
index f7326a2..7e677ee 100644
--- a/src/tests/gl_tests/ComputeShaderTest.cpp
+++ b/src/tests/gl_tests/ComputeShaderTest.cpp
@@ -77,11 +77,13 @@
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
- GLint uniformLoc = glGetUniformLocation(program.get(), "myUniformInt");
- EXPECT_NE(-1, uniformLoc);
+ // It's not possible to validate uniforms are present since they are unreferenced.
+ // TODO(jmadill): Make uniforms referenced.
+ // GLint uniformLoc = glGetUniformLocation(program.get(), "myUniformInt");
+ // EXPECT_NE(-1, uniformLoc);
- uniformLoc = glGetUniformLocation(program.get(), "myUniformSampler");
- EXPECT_NE(-1, uniformLoc);
+ // uniformLoc = glGetUniformLocation(program.get(), "myUniformSampler");
+ // EXPECT_NE(-1, uniformLoc);
EXPECT_GL_NO_ERROR();
}